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"Innate multishot" will probably be a separate stat from MS added through mods. Innate MS wont consume extra ammo because that would just confuse players, its like a perk of the weapon so you get it for free.

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"Innate multishot" will probably be a separate stat from MS added through mods. Innate MS wont consume extra ammo because that would just confuse players, its like a perk of the weapon so you get it for free.

Or something.

That would be the best scenario but i'm kinda pessimistic about it.

Making the same mechanic to work in two different ways looks like an over-work.

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Its not that much work, creating a new variable takes like, what, a few minutes? Its just a few lines of code, you create the new "innate_multishot" then add the bits of code in other files as needed so the game knows what it is and how to use it.

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Its not that much work, creating a new variable takes like, what, a few minutes? Its just a few lines of code, you create the new "innate_multishot" then add the bits of code in other files as needed so the game knows what it is and how to use it.

Even few lines of code can cause a lot of problems. It's like trying to put one more brick into already finished building. It can end well or destroy everything.

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"Innate multishot" will probably be a separate stat from MS added through mods. Innate MS wont consume extra ammo because that would just confuse players, its like a perk of the weapon so you get it for free.

Or something.

Confusing players has never stopped them before. The twin grakatas' listed fire rate is 20. It actually uses two ammo per shot, putting it's actual ammo usage at 40, making it probably the least ammo efficient weapon in the game.

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However: for a long time now we have known about work-in-progress multishot change that will make multishots to consume ammo when active.

This is simply not true. DE has said in Devstream 60 and 61 that this is not a done deal. They plan on overhauling damage, 'mandatory' mods, armor scaling, and a long list of other things to balance weapons and modding in general. The end goal would be that modding would be less about fitting in mandatory damage mods and more about adding mods that let it fit your playstyle (the Serration problem). This is a long and complex conversation that is still in it's infant stages. When they make some progress, they will of course ask the playerbase for feedback.

The difference between a shotgun and a rifle is actually nil. You can have a ratshot pistol, or a duplex firing rifle, or a slug firing shotgun.

Mechanically a shotgun is nothing more than a low pressure, large bore, straight cased long arm.

Guess what else fits that same description? Grenade launchers.

Considering when we are modifying the effects of the projectile we are in a sense modifying the loaded rounds, what is to say that we aren't just using faulty duplex rounds that occasionally the bullets fuse together?